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Encampment

Encampment

Whether home to a band of outlaws or the permanent base of an army, an encampment is found in the wilderness, often consisting of multiple small buildings, tents, and shelters.

Rural: An encampment is a rural stronghold.

Stronghold Feat: You gain an expertise die on ability checks made to hide in natural surroundings.

At Grade 2, you’ve learned to live off the land. When you gain Supply as the result of a journey activity, you gain 1 extra Supply.

At Grade 4, you are so familiar with living in the wilderness that you no longer require a haven in order to remove levels of fatigue and strife during a long rest .

At Grade 5, your familiarity with temporary structures is such that you can spend 1 hour to create a haven able to shelter a number of creatures equal to your proficiency bonus. You can’t use this feature again until after you finish a long rest.

Best Suited For: Berserker , fighter , ranger , rogue

Minimum Size: 1 acre feet (Grade 1)

Minimum Quality: Frugal

Followers Available: Healer, teamster, torchbearer

Castle (Stronghold)

Castle (Stronghold)

A castle is a fortified building and a symbol of power; castles range from small wooden keeps to imposing citadels. Usually featuring reinforced walls and often surrounded by a moat or other defensive feature, a castle is designed to protect the occupants from invading forces.

Stronghold Feat: You gain a coat of arms, which can be displayed on your shield or on the flag of a squire bearing your standard (if you have one). Allies who can see your coat of arms gain advantage on saving throws against fear .

At Grade 5, your coat of arms can inspire your allies. When an ally able to see your coat of arms makes a successful saving throw against fear, they gain inspiration.

Best Suited For: Fighter , marshal

Minimum Size: 5,001 square feet (Grade 3)

Minimum Quality: Average

Followers Available: Cook, interpreter, minstrel, porter, smith, squire, torchbearer

Pagination